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Let's talk about the conclusion first: this game is indeed as advertised, it is a small-level game where you can hang up and relax. It's free and has no in-app purchases. The developer is Nanjing Moxie. The platform requires no extravagance. It's not a graphics card killer. To be honest, I didn't have any expectations at first, but I ended up playing it for more than ten hours at a stretch. Here I will write down some actual measured development routes for those who are new to the game.
Don't think about how to create seas and mountains at the beginning. First use the piece of grass given by the system and prioritize tasks. The experience and resources provided by early tasks are several times that of later stages. What you have to do is to spread the grass as far as possible to cover the land grids within the field of vision. The more grass grids, the faster the herbivorous creatures will be refreshed. I have actually measured that, on average, every three or four more squares of grass paved can produce rabbits or birds approximately one model refresh cycle earlier. This thing is directly related to the speed at which you unlock the second continent.
Many people get stuck in the step of "collecting animals" and always only have one or two kinds. In fact, the mechanism is this: the appearance of animals is linked to the diversity of your habitat, not based on appearance. You have to create a water source on the initial flat plot, even a small lake. Reeds will automatically grow next to the water grid, which is a prerequisite for attracting ducks or water birds. If you don't believe it, you can open a new file and try it yourself.
Then there are the trees. The most underrated of all numerical measures are trees. The tree lattice is not a decoration, it is responsible for converting "exhaust gas" into "vitality". This sounds mysterious, but to put it bluntly, the more trees there are, the higher the frequency of butterflies and squirrels appearing around. I suggest that in the early and mid-term, more than 20% of the total area should be reserved for planting trees, and not all of it should be used to open land. Don't ask me why, just ask based on the data. The income from planting grass is half that of planting trees.
When you encounter seasonal changes for the first time, please note that it is not just a change of color. The animal refresh rate will decrease in autumn and winter. During this period, remember to save resources and don't waste time waiting for new species. You can build more stone or sandy terrain. The activity of these terrains will not decrease in winter, and some desert-type creatures only emerge in the sandy terrain in autumn and winter. Yes, you read that right, the desert cannot be created at the beginning, it is unlocked later. The only way to create sand in the early stage is to wait for a storm event. When the event comes, don't turn off the screen and manually patch up the sand blown out by the wind.
Many guides will tell you to go straight to the ocean, but I have measured that to reach the "sea embracing all rivers" stage, at least three continents must each reach 80% activity. This job can't be rushed. My suggested sequence is: upgrade the first continent first, fill it up with all items, spawn the fifth large animal (the one that looks like a deer), and then open the second continent. In this way, the second continent can undertake the migration of at least two kinds of animals from the beginning, which will be much faster, and the probability of hatching medium-sized speed animals will be high. I was greedy for speed and opened the map too early. As a result, the second continent remained empty for two days without any movement, which was a big loss.
Tips: There is a hidden "tranquility value" in the lower right corner of each continent. This UI is not directly displayed, but you can see a wave-like icon when you click on the details panel. When it is full, a golden beam will appear nearby. This beam lasts for thirty seconds in total. At this time, you can click on any empty plot to directly generate rare landforms - such as a sea of ​​flowers or crystal veins. Be sure to grab it, don't move your perspective, just point directly. This technique has been proven to be effective. I used it to obtain a lot of rare landforms for free, saving at least three hours of collecting.
Finally, let's talk about the placement mechanism. The offline income of this game has been severely reduced, only about 35% of the online income, but you can use terrain buffs to make up for it. For example, the orogenic cliffs on the edge of the continent can provide a "viewing bonus" to the entire area, and this bonus will be calculated into the offline resource accumulation. I have tested that if the cliff coverage rate is increased to more than 40%, the offline income can be brought back to about 60%. Laying out the plot before going to bed and harvesting when you wake up is a pretty good experience.
Don't forget that this game really doesn't have a recharge entrance, and it's rare to even watch ads to change speed. So the core of the shameless gameplay is to lay out the grid, observe the feedback, and then slowly accumulate a picture book.Now I have touched the tip of the iceberg. If anyone detects the hidden mechanism of the New World in the future, you are welcome to criticize me directly in the building, and I will use the data to confront you.
In short, this is a quiet little work, suitable for playing for half an hour before going to bed, watching the sunrise and sunset, and listening to the sounds of animals. It is very good. These are the guides. If you have anything you don't understand, you can reply and ask. I will try my best to reply. If I am slow to reply, I will hang up and collect the animals.